precision mediump float;

uniform sampler2D u_input_texture; //blurred
uniform sampler2D u_origin_texture;

varying vec2 v_uv;

void main()
{
	vec4 color = texture2D(u_origin_texture, v_uv);
	vec4 blur = texture2D(u_input_texture, v_uv);
	gl_FragColor = color + 1.1 * blur;
}